193,565 Commits over 4,079 Days - 1.98cph!
Fixed shadow quality change from 0 to 2
Reverted barricade collider scale hack
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Set the local player in NetworkUser
PersistentPerson work that might actually be OK
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
set correct block values for Flipper now that the model has a visible orientation
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
Working on a PersistentPerson thing for persistent shared character data for AI and humans
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
refactored player platform code and fixed it's bug with consecutive games and event listener
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Can now light torches with other lit torches
furnace costs 100 less wood
furnace no longer starts with wood
can pick up furnace if empty + hammer equipped + cupboard
can pick up fridge if empty + hammer equipped + cupboard
can pick up large storage if empty + hammer equipped + cupboard
can pick up small wood storage if empty + hammer equipped + cupboard
shelves can be placed overtop of existing boxes
Turned What's New back on
Refactoring some of the easy stuff
Blah blah, refactoring character
Mainly refactoring inventory to simplify
vending machines can buy/sell BPs just like any other item
CanHoldItemNow/CanBeHeldNow refactor
OnDirtyEvent for held items
Missed saving a couple of files in the previous commit
HeldItem stuff. Not sure this is a good implementation here, but it works.
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
File candidates for nature tweaks.
Humans now have AI for dropping undesired items.
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
map no longer needs a map item
map item uncraftable
F key toggles lights on car
renamed AI module groups to "packs"
workbench 2 & 3
crafting speed bonuses
hide quickcraft items if not at workbench
+use on workbench opens crafting window
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
working on checkpoint effects
Isolated clothing changes
Removed some redundant Messenger code